bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-matrix-transpose-mul-outES3Metal.txt

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2014-10-11 15:32:43 -04:00
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
float4 attrVertex [[attribute(0)]];
half3 attrNormal [[attribute(1)]];
half4 attrTangent [[attribute(2)]];
};
struct xlatMtlShaderOutput {
float4 gl_Position [[position]];
half3 varWorldN;
half3 varLightDir;
half3 varViewDir;
};
struct xlatMtlShaderUniform {
float4x4 glstate_matrix_mvp;
float4x4 _Object2World;
float4x4 _World2Object;
float3 _WorldSpaceCameraPos;
half4 _WorldSpaceLightPos0;
float4 unity_Scale;
};
vertex xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half3 lightDir_1;
float3 worldN_2;
half3 tmpvar_3;
half3 tmpvar_4;
half3 tmpvar_5;
float3x3 tmpvar_6;
tmpvar_6[0] = _mtl_u._Object2World[0].xyz;
tmpvar_6[1] = _mtl_u._Object2World[1].xyz;
tmpvar_6[2] = _mtl_u._Object2World[2].xyz;
half3 tmpvar_7;
tmpvar_7 = ((half3)(tmpvar_6 * (float3)_mtl_i.attrNormal));
worldN_2 = float3(tmpvar_7);
tmpvar_5 = half3(worldN_2);
half3 tmpvar_8;
half3 tmpvar_9;
tmpvar_8 = _mtl_i.attrTangent.xyz;
tmpvar_9 = (((_mtl_i.attrNormal.yzx * _mtl_i.attrTangent.zxy) - (_mtl_i.attrNormal.zxy * _mtl_i.attrTangent.yzx)) * _mtl_i.attrTangent.w);
half3x3 tmpvar_10;
tmpvar_10[0].x = tmpvar_8.x;
tmpvar_10[0].y = tmpvar_9.x;
tmpvar_10[0].z = _mtl_i.attrNormal.x;
tmpvar_10[1].x = tmpvar_8.y;
tmpvar_10[1].y = tmpvar_9.y;
tmpvar_10[1].z = _mtl_i.attrNormal.y;
tmpvar_10[2].x = tmpvar_8.z;
tmpvar_10[2].y = tmpvar_9.z;
tmpvar_10[2].z = _mtl_i.attrNormal.z;
float3 tmpvar_11;
tmpvar_11 = ((float3)(tmpvar_10 * (half3)(_mtl_u._World2Object * (float4)_mtl_u._WorldSpaceLightPos0).xyz));
lightDir_1 = half3(tmpvar_11);
tmpvar_3 = lightDir_1;
float4 tmpvar_12;
tmpvar_12.w = 1.0;
tmpvar_12.xyz = _mtl_u._WorldSpaceCameraPos;
float3 tmpvar_13;
tmpvar_13 = normalize(((float3)lightDir_1 + normalize(
((float3)(tmpvar_10 * (half3)(((_mtl_u._World2Object * tmpvar_12).xyz * _mtl_u.unity_Scale.w) - _mtl_i.attrVertex.xyz)))
)));
tmpvar_4 = half3(tmpvar_13);
_mtl_o.gl_Position = (_mtl_u.glstate_matrix_mvp * _mtl_i.attrVertex);
_mtl_o.varWorldN = tmpvar_5;
_mtl_o.varLightDir = tmpvar_3;
_mtl_o.varViewDir = tmpvar_4;
return _mtl_o;
}
// stats: 16 alu 0 tex 0 flow
// inputs: 3
// #0: attrVertex (high float) 4x1 [-1] loc 0
// #1: attrNormal (medium float) 3x1 [-1] loc 1
// #2: attrTangent (medium float) 4x1 [-1] loc 2
// uniforms: 6 (total size: 240)
// #0: glstate_matrix_mvp (high float) 4x4 [-1] loc 0
// #1: _Object2World (high float) 4x4 [-1] loc 64
// #2: _World2Object (high float) 4x4 [-1] loc 128
// #3: _WorldSpaceCameraPos (high float) 3x1 [-1] loc 192
// #4: _WorldSpaceLightPos0 (low float) 4x1 [-1] loc 208
// #5: unity_Scale (high float) 4x1 [-1] loc 224